Paranoia2/mainui/menu_customgame.cpp
2020-08-31 19:50:41 +03:00

390 lines
13 KiB
C++

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "extdll.h"
#include "basemenu.h"
#include "utils.h"
#include "keydefs.h"
#include "menu_btnsbmp_table.h"
#define ART_BANNER "gfx/shell/head_custom"
#define ID_BACKGROUND 0
#define ID_BANNER 1
#define ID_ACTIVATE 2
#define ID_DONE 3
#define ID_GOTOSITE 4
#define ID_MODLIST 5
#define ID_TABLEHINT 6
#define ID_MSGBOX 7
#define ID_MSGTEXT 8
#define ID_YES 130
#define ID_NO 131
#define MAX_MODS 512 // engine limit
#define TYPE_LENGTH 16
#define NAME_SPACE 4
#define NAME_LENGTH 32+TYPE_LENGTH
#define VER_LENGTH 6+NAME_LENGTH
#define SIZE_LENGTH 10+VER_LENGTH
typedef struct
{
char modsDir[MAX_MODS][64];
char modsWebSites[MAX_MODS][256];
char modsDescription[MAX_MODS][256];
char *modsDescriptionPtr[MAX_MODS];
menuFramework_s menu;
menuBitmap_s background;
menuBitmap_s banner;
menuPicButton_s load;
menuPicButton_s go2url;
menuPicButton_s done;
// prompt dialog
menuAction_s msgBox;
menuAction_s promptMessage;
menuPicButton_s yes;
menuPicButton_s no;
menuScrollList_s modList;
menuAction_s hintMessage;
char hintText[MAX_HINT_TEXT];
} uiCustomGame_t;
static uiCustomGame_t uiCustomGame;
/*
=================
UI_MsgBox_Ownerdraw
=================
*/
static void UI_MsgBox_Ownerdraw( void *self )
{
menuCommon_s *item = (menuCommon_s *)self;
UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
}
static void UI_EndGameDialog( void )
{
// toggle main menu between active\inactive
// show\hide delete dialog
uiCustomGame.load.generic.flags ^= QMF_INACTIVE;
uiCustomGame.go2url.generic.flags ^= QMF_INACTIVE;
uiCustomGame.done.generic.flags ^= QMF_INACTIVE;
uiCustomGame.modList.generic.flags ^= QMF_INACTIVE;
uiCustomGame.msgBox.generic.flags ^= QMF_HIDDEN;
uiCustomGame.promptMessage.generic.flags ^= QMF_HIDDEN;
uiCustomGame.no.generic.flags ^= QMF_HIDDEN;
uiCustomGame.yes.generic.flags ^= QMF_HIDDEN;
}
/*
=================
UI_LoadGame_KeyFunc
=================
*/
static const char *UI_CustomGame_KeyFunc( int key, int down )
{
if( down && key == K_ESCAPE && uiCustomGame.load.generic.flags & QMF_INACTIVE )
{
UI_EndGameDialog();
return uiSoundNull;
}
return UI_DefaultKey( &uiCustomGame.menu, key, down );
}
/*
=================
UI_CustomGame_GetModList
=================
*/
static void UI_CustomGame_GetModList( void )
{
int numGames;
GAMEINFO **games;
games = GET_GAMES_LIST( &numGames );
for( int i = 0; i < numGames; i++ )
{
strncpy( uiCustomGame.modsDir[i], games[i]->gamefolder, sizeof( uiCustomGame.modsDir[i] ));
strncpy( uiCustomGame.modsWebSites[i], games[i]->game_url, sizeof( uiCustomGame.modsWebSites[i] ));
if( strlen( games[i]->type ))
StringConcat( uiCustomGame.modsDescription[i], games[i]->type, TYPE_LENGTH );
StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, TYPE_LENGTH );
if( ColorStrlen( games[i]->title ) > 31 ) // NAME_LENGTH
{
StringConcat( uiCustomGame.modsDescription[i], games[i]->title, ( NAME_LENGTH - NAME_SPACE ));
StringConcat( uiCustomGame.modsDescription[i], "...", NAME_LENGTH );
}
else StringConcat( uiCustomGame.modsDescription[i], games[i]->title, NAME_LENGTH );
StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, NAME_LENGTH );
StringConcat( uiCustomGame.modsDescription[i], games[i]->version, VER_LENGTH );
StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, VER_LENGTH );
if( strlen( games[i]->size ))
StringConcat( uiCustomGame.modsDescription[i], games[i]->size, SIZE_LENGTH );
else StringConcat( uiCustomGame.modsDescription[i], "0.0 Mb", SIZE_LENGTH );
StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, SIZE_LENGTH );
uiCustomGame.modsDescriptionPtr[i] = uiCustomGame.modsDescription[i];
if( !strcmp( gMenu.m_gameinfo.gamefolder, games[i]->gamefolder ))
uiCustomGame.modList.curItem = i;
}
for( ; i < MAX_MODS; i++ )
uiCustomGame.modsDescriptionPtr[i] = NULL;
uiCustomGame.modList.itemNames = (const char **)uiCustomGame.modsDescriptionPtr;
// see if the load button should be grayed
if( !stricmp( gMenu.m_gameinfo.gamefolder, uiCustomGame.modsDir[uiCustomGame.modList.curItem] ))
uiCustomGame.load.generic.flags |= QMF_GRAYED;
if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ) == 0 )
uiCustomGame.go2url.generic.flags |= QMF_GRAYED;
}
/*
=================
UI_CustomGame_Callback
=================
*/
static void UI_CustomGame_Callback( void *self, int event )
{
menuCommon_s *item = (menuCommon_s *)self;
if( event == QM_CHANGED )
{
// aee if the load button should be grayed
if( !stricmp( gMenu.m_gameinfo.gamefolder, uiCustomGame.modsDir[uiCustomGame.modList.curItem] ))
uiCustomGame.load.generic.flags |= QMF_GRAYED;
else uiCustomGame.load.generic.flags &= ~QMF_GRAYED;
if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ) == 0 )
uiCustomGame.go2url.generic.flags |= QMF_GRAYED;
else uiCustomGame.go2url.generic.flags &= ~QMF_GRAYED;
return;
}
if( event != QM_ACTIVATED )
return;
switch( item->id )
{
case ID_DONE:
UI_PopMenu();
break;
case ID_GOTOSITE:
if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ))
SHELL_EXECUTE( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem], NULL, false );
break;
case ID_ACTIVATE:
case ID_NO:
if ( CL_IsActive( ))
{
UI_EndGameDialog();
break; // don't fuck up the game
}
case ID_YES:
// restart all engine systems with new game
char cmd[128];
sprintf( cmd, "game %s\n", uiCustomGame.modsDir[uiCustomGame.modList.curItem] );
CLIENT_COMMAND( FALSE, cmd );
UI_EndGameDialog();
break;
}
}
/*
=================
UI_CustomGame_Init
=================
*/
static void UI_CustomGame_Init( void )
{
memset( &uiCustomGame, 0, sizeof( uiCustomGame_t ));
uiCustomGame.menu.vidInitFunc = UI_CustomGame_Init;
uiCustomGame.menu.keyFunc = UI_CustomGame_KeyFunc;
StringConcat( uiCustomGame.hintText, "Type", TYPE_LENGTH );
StringConcat( uiCustomGame.hintText, uiEmptyString, TYPE_LENGTH );
StringConcat( uiCustomGame.hintText, "Name", NAME_LENGTH );
StringConcat( uiCustomGame.hintText, uiEmptyString, NAME_LENGTH );
StringConcat( uiCustomGame.hintText, "Version", VER_LENGTH );
StringConcat( uiCustomGame.hintText, uiEmptyString, VER_LENGTH );
StringConcat( uiCustomGame.hintText, "Size", SIZE_LENGTH );
StringConcat( uiCustomGame.hintText, uiEmptyString, SIZE_LENGTH );
uiCustomGame.background.generic.id = ID_BACKGROUND;
uiCustomGame.background.generic.type = QMTYPE_BITMAP;
uiCustomGame.background.generic.flags = QMF_INACTIVE;
uiCustomGame.background.generic.x = 0;
uiCustomGame.background.generic.y = 0;
uiCustomGame.background.generic.width = 1024;
uiCustomGame.background.generic.height = 768;
uiCustomGame.background.pic = ART_BACKGROUND;
uiCustomGame.banner.generic.id = ID_BANNER;
uiCustomGame.banner.generic.type = QMTYPE_BITMAP;
uiCustomGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
uiCustomGame.banner.generic.x = UI_BANNER_POSX;
uiCustomGame.banner.generic.y = UI_BANNER_POSY;
uiCustomGame.banner.generic.width = UI_BANNER_WIDTH;
uiCustomGame.banner.generic.height = UI_BANNER_HEIGHT;
uiCustomGame.banner.pic = ART_BANNER;
uiCustomGame.load.generic.id = ID_ACTIVATE;
uiCustomGame.load.generic.type = QMTYPE_BM_BUTTON;
uiCustomGame.load.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
uiCustomGame.load.generic.x = 72;
uiCustomGame.load.generic.y = 230;
uiCustomGame.load.generic.name = "Activate";
uiCustomGame.load.generic.statusText = "Activate selected custom game";
uiCustomGame.load.generic.callback = UI_CustomGame_Callback;
UI_UtilSetupPicButton( &uiCustomGame.load, PC_ACTIVATE );
uiCustomGame.go2url.generic.id = ID_GOTOSITE;
uiCustomGame.go2url.generic.type = QMTYPE_BM_BUTTON;
uiCustomGame.go2url.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
uiCustomGame.go2url.generic.x = 72;
uiCustomGame.go2url.generic.y = 280;
uiCustomGame.go2url.generic.name = "Visit web site";
uiCustomGame.go2url.generic.statusText = "Visit the web site of game developrs";
uiCustomGame.go2url.generic.callback = UI_CustomGame_Callback;
UI_UtilSetupPicButton( &uiCustomGame.go2url, PC_VISIT_WEB_SITE );
uiCustomGame.done.generic.id = ID_DONE;
uiCustomGame.done.generic.type = QMTYPE_BM_BUTTON;
uiCustomGame.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
uiCustomGame.done.generic.x = 72;
uiCustomGame.done.generic.y = 330;
uiCustomGame.done.generic.name = "Done";
uiCustomGame.done.generic.statusText = "Return to main menu";
uiCustomGame.done.generic.callback = UI_CustomGame_Callback;
UI_UtilSetupPicButton( &uiCustomGame.done, PC_DONE );
uiCustomGame.hintMessage.generic.id = ID_TABLEHINT;
uiCustomGame.hintMessage.generic.type = QMTYPE_ACTION;
uiCustomGame.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT;
uiCustomGame.hintMessage.generic.color = uiColorHelp;
uiCustomGame.hintMessage.generic.name = uiCustomGame.hintText;
uiCustomGame.hintMessage.generic.x = 360;
uiCustomGame.hintMessage.generic.y = 225;
uiCustomGame.modList.generic.id = ID_MODLIST;
uiCustomGame.modList.generic.type = QMTYPE_SCROLLLIST;
uiCustomGame.modList.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_SMALLFONT;
uiCustomGame.modList.generic.x = 360;
uiCustomGame.modList.generic.y = 255;
uiCustomGame.modList.generic.width = 640;
uiCustomGame.modList.generic.height = 440;
uiCustomGame.modList.generic.callback = UI_CustomGame_Callback;
uiCustomGame.msgBox.generic.id = ID_MSGBOX;
uiCustomGame.msgBox.generic.type = QMTYPE_ACTION;
uiCustomGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
uiCustomGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
uiCustomGame.msgBox.generic.x = 192;
uiCustomGame.msgBox.generic.y = 256;
uiCustomGame.msgBox.generic.width = 640;
uiCustomGame.msgBox.generic.height = 256;
uiCustomGame.promptMessage.generic.id = ID_MSGBOX;
uiCustomGame.promptMessage.generic.type = QMTYPE_ACTION;
uiCustomGame.promptMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN;
uiCustomGame.promptMessage.generic.name = "Leave current game?";
uiCustomGame.promptMessage.generic.x = 315;
uiCustomGame.promptMessage.generic.y = 280;
uiCustomGame.yes.generic.id = ID_YES;
uiCustomGame.yes.generic.type = QMTYPE_BM_BUTTON;
uiCustomGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
uiCustomGame.yes.generic.name = "Ok";
uiCustomGame.yes.generic.x = 380;
uiCustomGame.yes.generic.y = 460;
uiCustomGame.yes.generic.callback = UI_CustomGame_Callback;
UI_UtilSetupPicButton( &uiCustomGame.yes, PC_OK );
uiCustomGame.no.generic.id = ID_NO;
uiCustomGame.no.generic.type = QMTYPE_BM_BUTTON;
uiCustomGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
uiCustomGame.no.generic.name = "Cancel";
uiCustomGame.no.generic.x = 530;
uiCustomGame.no.generic.y = 460;
uiCustomGame.no.generic.callback = UI_CustomGame_Callback;
UI_UtilSetupPicButton( &uiCustomGame.no, PC_CANCEL );
UI_CustomGame_GetModList();
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.background );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.banner );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.load );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.go2url );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.done );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.hintMessage );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.modList );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.msgBox );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.promptMessage );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.no );
UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.yes );
}
/*
=================
UI_CustomGame_Precache
=================
*/
void UI_CustomGame_Precache( void )
{
PIC_Load( ART_BACKGROUND );
PIC_Load( ART_BANNER );
}
/*
=================
UI_CustomGame_Menu
=================
*/
void UI_CustomGame_Menu( void )
{
// current instance is not support game change
if( !CVAR_GET_FLOAT( "host_allow_changegame" ))
return;
UI_CustomGame_Precache();
UI_CustomGame_Init();
UI_PushMenu( &uiCustomGame.menu );
}